Apply volume to a spherical texture?
You could try something like this.

The object I used for this is a simple UV sphere (I scaled mine up in edit mode to make it bigger - this might affect mapping values, I'm not sure - just be warned you may need to adjust those). Anyway, for the material, the main objective is to make 2 &quot;spheres&quot; using  Gradient textures. You need to make a large one and a smaller one - The large sphere will be your Volume, and the smaller one will be used as a Mix Factor to &quot;subtract&quot; from the larger one. In the image below where I show the smaller sphere, I inverted it just for the image example - The regular (non-inverted) output is what makes the mix factor, it just doesn't display well in a 2D image because it's a volume.


You can see from the mix with a Transparent BSDF (or Volume absorption if you want a &quot;void&quot; in the center), that the center sphere is &quot;missing&quot;. It's a bit faint in the photo, but this is due to the nature of volumetrics.

The last thing I did was make a &quot;noise volume&quot;, colored similarly to the colors in your image. You can use whatever texture you already have (as a volume).

Lastly, I multiplied those values with the large sphere's &quot;color&quot; to transfer the dark (absent) areas and the colors. The final result looks like this (In my image, I added the values to themselves a couple of times with an add shader to make them brighter - you may or may not want to do this).